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Paul_Va

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Posts posted by Paul_Va

  1. No, there isn't one, although some BRP-related games, like Mongoose Elric have them. You could just print/copy the tables you need and glue them to a piece of cardboard.

    OK, in that case I'll probably just use my Savage Worlds customizable screen and print out some BRP screen inserts.

  2. I would liked to have seen a Traveller-style aging system in Basic Roleplaying. I've never seen a game that does character creation so well, and I really like that characters have to gamble that something bad will not happen in order to obtain more experience. Has anyone come across an optional rule setting for BRP that will allow this kind of character generation?

  3. I'm still interested to know if there is any new content in this book, or if it's an exact reproduction of the RuneQuest II: Land of the Samurai module. The description and the sample adventure seem to be identical to the RII:LofS book.

  4. Another thing worth mentioning is what you don't get with the CoC core rulebook: a setting. You'll have to purchase The 1920s Investigator's Companion and/or one of the many (thick, well-done) location sourcebooks to get that. So while you can use the core rulebook to create a Lovecraftian mystery campaign, you'll have to get additional tomes to play in the bona fide Lovecraftian world. That disappointed me a bit as I skimmed CoC. It mentions playing in the 1920s, the 1800s, or the modern era but provides no guidance on doing so.

    OK, thank you for letting me know that because it's not obvious. That means it will be a significant financial investment if I decide to run a CoC campaign.

  5. I don't see the contradiction. Take two characters in melee range. One has a pistol, one has a sword. If both have DEX 10, pistol goes first. If the sword guy has DEX 11 he strikes first.

    The contradiction is that in the Spot rules it indicates that missile weapons go at the beginning of every combat round. This would make missile attacks similar to Powers. On p. 189 it says they go first within the DEX rank.

  6. On p. 214 under the heading "Autofire," it says that autofire and burst weapons go off at the character's DEX rank as opposed to the beginning of the combat round. However, this seems to contradict what the rules say in the chapter on combat on p. 189 under the "Actions" heading where it says, "Within a particular DEX rank, attacks usually go in order of weapon type. Attackers armed with missile weapons (bows, guns, etc.) are considered to act before those in hand-to-hand (melee) combat."

  7. If you like BRP, and play mostly fantasy based games, I would consider getting Magic World and/or OpenQuest. If you like more tactical options and such, OpenQuest has some, and RQ6 has very detailed combat. I personally play a mish-mash of Stornbringer 1, Stormbringer 4, Elric!, Magic World, and RQ6 these days. I like separate attack/parry, ripostes, skills going over 100, and the Combat Actions/Combat Effects from RQ6. I also like variable armor values and total HP over fixed armor values and hit locations. I like demon summoning from SB1 and 4, as well as Mongoose Elric's sorcery, and the magic found in the Elric! supplement Unknown East and SB5 supplement Corum. Magic World's Advanced Sorcery has some good stuff too.

    Ian

    Most of my games are actually more in the modern Call of Cthulhu style, so I'm looking for rules light combat that largely stays out of the way of the narrative. I've been using Savage Worlds, but it feels a bit "gamier" for lack of a better word than I like. I really liked the Mongoose Traveller system, and I felt it was a perfect match, but I wanted a generic system that would allow me to tell those kinds of very narrative stories. I suspect BRP will be able to do everything I want. It's just a matter of learning the system and finding the optional rules that will suit the particular flavor I'm looking for.

  8. Your reading of the rules is absolutely correct. The point is explained in the Deluxe RQ3 manual, from which most of BRP is extracted. Alas, this formulation was not transferred, instead. It explains very clearly that an attack roll does NOT represent a single swing but a sequence of actions including movement, feinting, evading and actual strikes (possibly more than one) that start on your DEX Rank and go on for the whole combat round. Thus the rule that you can make only one attack per round against any single target: flurries, ripostes, head butts, kicks in the groin and the like are all subsumed in that single attack roll. This also explains why most BRP weapons can kill or disable with one blow: it is not _one_ blow, it is one round of blows.

    Please note that the above applies to melee attacks. With ranged weapons attacks actually are single shots, so the sequence SHOOT-wait 5 DEX-SHOOT-wait 5 DEX-etc. etc. may take place if the RoF of the weapon permits.

    This actually explains it quite well and makes sense. I don't think the BRP book explains this anywhere. They should have included it.

  9. I somewhat wish my reading of the rules was wrong, however, because 12 seconds is a long time for a character to only take a single combat action. I think that is part of the reason I was confused. From any kind of simulationist perspective, this doesn't make much sense. It's as if the character swings his sword and then just stands there and stares at the enemy for a few moments before doing something else. Moreover, even if the gamemaster implements Attacks and Parries over 100%, it will be a long time before any of the PCs have attack skills over 100%, particularly if the GM caps new skills at 75% as the book suggests. I may have to give some of the optional rulesets a more careful going over before deciding which version I like best.

  10. The number of actions are based on DEX. You can choose to make multiple actions at DEX -5, DEX -10, and so on. Each action gets the DEX rank penalty, and subsequent penalty to the roll. For combat, either you can have two weapons and attack twice (missile weapons and firearms have their own rates of fire/shots per round), or you can use the optional skills over 100 to attack multiple times with the same weapon. Note, parrying and dodging are free actions.

    and

    With a single weapon you can only attack once, unless your skill is over 100% with that weapon. You could punch, kick, etc though.

    :?

    I still don't see that the rules as stated in the book, will allow for multiple attacks unless the GM has implemented the "Attacks and Parries over 100%" rule. On p. 190 in the second paragraph it states, "if your character can perform more than one action in a round (some weapons allow for multiple attacks, and combat skill levels in excess of 100% also allow multiple attacks), each attack should be separated by 5 DEX ranks." While this does clarify the issue of when these actions occur, starting at full DEX and at a -5 DEX rank for subsequent actions, it seems to imply that most characters cannot attack more than once in a round. Furthermore, on p. 198 in the "Combat in Different Genres" optional rules box in the "Attacks and Parries Over 100%" section, it states, "The gamemaster may choose to allow your character to have skills in excess of 100%. While this might seem like overkill, [...] it allows for greater chances of critical results, special successes, and allows for multiple attacks in a round." Again this seems to imply that characters can only attack once in a round unless the character has a weapon that allows multiple attacks, which would all be taken at subsequently reduced DEX ranks, or the GM has implemented the Attacks and Parries over 100% rule, and the character has a weapon skill over 100%.

    Lastly, in the chapter on "Spot Rules" on p. 233 under "Two Weapons," it says the following:

    • Using two weapons in combat does not automatically grant a second attack, or more parries than are normally allowed.

    • If
      your character has a skill of 100% or more in each weapon used, he or she can split the attack as per the optional rules for skills over 100%... . In this case, each attack is considered
      Difficult
      , with the other attack for each weapon ignored.

    This also seems to indicate that barring weapons that grant multiple attacks or the "Attacks and Parries over 100%" rule, characters only get a single attack per round. Am I wrong?

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